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  • Core Rulebook

Core Rulebook

  • Introduction
  • Playing Risen Kings
    • How the Game Works
    • Three Modes of Play
    • The Core Roll
    • Boons and Banes
    • Ability Checks
    • Common Rolls at a Glance
    • Difficulty Classes
    • Ability Modifiers and Proficiency Bonus
    • Contested Actions
    • Character Values
  • Character Creation
  • Bloodlines and Backgrounds
    • Bloodlines
    • Backgrounds
  • Classes and Specializations

How the Game Works

Risen Kings is played as a conversation.

  1. The Game Master describes the situation.
  2. The players describe what their characters attempt and how they approach it.
  3. The Game Master determines the outcome.
  4. When the outcome is uncertain and failure matters, the rules resolve it.

An action succeeds without a roll when the character has the time, tools, and ability to complete it. An impossible action fails. When both success and failure are possible and the outcome matters, the Game Master calls for an Ability Check, attack, spell, or another appropriate rule.

A careful plan, useful equipment, relevant Background, or advantage established through play may grant a Boon, change what is possible, or remove the need for a roll.

The rules resolve uncertain situations. They do not limit what characters may attempt.

Players

Each player controls one character. Players speak for their character, describe their actions, make decisions, and track their abilities, Hit Points, resources, equipment, and other values.

When declaring an action, the player should make their goal and approach clear. The player may also ask what their character sees, hears, recognizes, or can interact with before deciding what to do.

Players make decisions using the information available to their characters. They will not always know every consequence in advance.

The Game Master

The Game Master portrays the world and every creature that is not a player character. They describe locations, answer questions, control enemies and other characters, determine the results of actions, and decide when a rule or roll is required.

The Game Master presents observable danger clearly. Hidden information may remain concealed, but players should usually understand the apparent risks and consequences before committing to an action.

When a roll is required, the Game Master chooses the appropriate rule, Ability, defense, or Difficulty Class. When no rule directly applies, the Game Master makes a reasonable ruling and continues play.

What You Need to Play

A game of Risen Kings normally requires:

  • One Game Master
  • Two or more players
  • A character sheet for each player
  • Pencils, paper, or another way to track notes and resources
  • A set of polyhedral dice
  • These rules

Risen Kings uses the d4, d6, d8, d10, d12, and d20. Extra d6s are useful for Boons, Banes, Tension, and other dice pools.

Maps, miniatures, and tokens are optional but helpful during tactical combat. Distances are measured in feet, and each space on a grid represents 5 feet.

Primary Sidebar

Core Rulebook

  • Introduction
  • Playing Risen Kings
    • How the Game Works
    • Three Modes of Play
    • The Core Roll
    • Boons and Banes
    • Ability Checks
    • Common Rolls at a Glance
    • Difficulty Classes
    • Ability Modifiers and Proficiency Bonus
    • Contested Actions
    • Character Values
  • Character Creation
  • Bloodlines and Backgrounds
    • Bloodlines
    • Backgrounds
  • Classes and Specializations

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About Us

Twenty Sides Podcast is a fast-paced, story-driven actual-play Dungeons & Dragons podcast that brings immersive adventures and dynamic characters to life. Join a passionate cast of players as they craft epic tales, explore rich worlds, and roll the dice on unforgettable moments.

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